REGOID 6 (18)

The Strange Bestiary

People sometimes wish they could find someone else to take responsibility for failures, to deal with hard problems, and to plan for the future. In some recursions, this desire manifests as robots designed to run things for humanity, which worked out about as well as might be imagined. These robots, called 'regoids' by Estate operatives, have a cybernetically enhanced, outsize sense of purpose and personal destiny. They are nothing less than robots built to rule. And rule they attempt to do, whatever the cost.

Motive: To rule

Environment (Weird Science):In the company of lesser robotic and living subjects, unless alone and working toward seizing power

Health: 18

Damage Inflicted: Moderate wound (6 points)

Armor: 3

Movement: Short

Modifications: Tasks related to persuasion, deception, and identifying liars as level 7; resists mental attacks as level 7.

Combat: Regoids possess built-in robotic systems for offense and defense and can deploy various systems as needed. A basic offensive ability allows a regoid to attack a target in long range with gold-colored laser beams from shoulder-mounted systems.

A regoid can also deploy an orb of rulership, which, despite being a separate system, is part of the regoid and shares its Armor and health (damage to either is damage to the regoid). The orb of rulership can take one of the following actions on its turn, according to the regoid's command.

Interaction: Other creatures can negotiate with a regoid as long as they pledge to make it their overlord (and it's good at knowing when people lie to it).

Use: A recursion the PCs travel to every so often has been taken over by a regoid.

Loot: A regoid might carry 1d6 cyphers.

GM Intrusion: A character's companion, NPC ally, or advanced cybernetic system briefly decides that the regoid should be the leader, and rather than betray the character, it steps away from (or shuts down during) the fight.

 

Core Rulebook